Search found 93 matches
- Thu Sep 02, 2021 7:43 am
- Forum: Logistic Train Network
- Topic: Mixing ammo and artillery shells at requester
- Replies: 1
- Views: 1096
Re: Mixing ammo and artillery shells at requester
Honestly, I dont think LTN is the best match for outpost supply where often you want a very varied mix of items delivered. But there is no issue to mix LTN with standard trains, which is what I would recommend you to do here. Built an outpost supply fil station where the trains get loaded with the v...
- Thu Jun 03, 2021 6:13 am
- Forum: Ideas and Suggestions
- Topic: Specify an output value for Decider Combinators / Negative Output Signals
- Replies: 11
- Views: 3255
Re: Specify an output value for Decider Combinators
instead of multiplying you can provide an input constant combinator with a given value and then use input count.
- Mon May 31, 2021 6:50 am
- Forum: Gameplay Help
- Topic: regarding guns in the late game
- Replies: 11
- Views: 4236
Re: regarding guns in the late game
My late game outposts are strictly a gun turret/flamethrower affair. With two artillery pieces added in as well. The size is within a single roboport construction range, and I have two overlapping blueprints. The shell, which is the station, roboport and request chests. This gets built by me where I...
- Mon May 17, 2021 7:11 am
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 21770
Re: Threshold and Stack Threshold
To jump in on this a bit. I think a truly universal reaquester station would have to be done with circuits, and is a nice game problem to solve. In essence you want to only put things on the requester when they are over their specific threshold. I experimented a bit already with these, but I ended u...
- Mon May 10, 2021 2:24 pm
- Forum: Gameplay Help
- Topic: loading robots in port via train (help needed)
- Replies: 4
- Views: 1873
Re: loading robots in port via train (help needed)
You can read the entire logistic/robot network from one roboport. So you can use total robots of either kind to then enable/disable an inbound station and have one train with supplies always standing by. I'll take some screenshots of my no-mods outpost and post it here with an explanation of how it ...
- Wed Apr 21, 2021 8:41 am
- Forum: Gameplay Help
- Topic: How to check full belt of items
- Replies: 5
- Views: 5286
Re: How to check full belt of items
I think you have to make a merger with a combinator.
anything * 1 output checkmark for example.
and then on checkmark > 7
anything * 1 output checkmark for example.
and then on checkmark > 7
- Fri Apr 02, 2021 11:31 am
- Forum: Gameplay Help
- Topic: Equipment Grid Missing from Player Tab
- Replies: 1
- Views: 786
Re: Equipment Grid Missing from Player Tab
right click your equipped armor.
- Fri Apr 02, 2021 7:46 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 504753
Re: Simple Questions and Short Answers
If it is just for ores you can use the Ore Eraser mod:
https://mods.factorio.com/mod/OreEraserContinued
https://mods.factorio.com/mod/OreEraserContinued
- Wed Mar 31, 2021 1:34 pm
- Forum: Off topic
- Topic: Would some good soul give me a copy of factorio?
- Replies: 13
- Views: 6456
Re: Would some good soul give me a copy of factorio?
You could play with steam link or something like that.
- Wed Mar 31, 2021 7:12 am
- Forum: Ideas and Suggestions
- Topic: Rails auto-deconstruction trees/rocks/...
- Replies: 7
- Views: 2348
Re: Rails auto-deconstruction trees/rocks/...
Or build rails using blueprints.
I have a chunk aligned rails template, and I build all my rails from map view and then I just go out there and actually build em with the bots.
I have a chunk aligned rails template, and I build all my rails from map view and then I just go out there and actually build em with the bots.
- Tue Mar 30, 2021 8:52 pm
- Forum: Gameplay Help
- Topic: Dumb Guy Circuit question
- Replies: 11
- Views: 3078
Re: Dumb Guy Circuit question
The wiki has a section on clocks and directly under that is the section on pulse generators which is what you want.
- Tue Mar 23, 2021 3:32 pm
- Forum: Ideas and Suggestions
- Topic: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill
- Replies: 14
- Views: 4088
Re: [1.0.0] Filtered inventory slots in Spidertron don't automatically fill
I am replying to this topic instead of starting a new one. But I would also love for the spidertron inventory to get autosorted just like the players. Probably bound to the same or a different setting so players with 500 spidertrons can turn it off if it impacts their UPS too much.
- Thu Mar 18, 2021 6:53 pm
- Forum: Gameplay Help
- Topic: Noob intro + baffled by Kovarex
- Replies: 35
- Views: 8814
Re: Noob intro + baffled by Kovarex
Here is my very simple and not very efficient Kovarex setup: SimpleKovarex.png The key is that the 235 is only ever put on the inside lane and never the outside. The outside lane is for 238 only. The output 238 is priority used as input, and replenished by output from the source centrifuges. This is...
- Wed Mar 17, 2021 8:11 am
- Forum: Logistic Train Network
- Topic: LTN is a mod great enough to build a playthrough around
- Replies: 9
- Views: 4275
Re: LTN is a mod great enough to build a playthrough around
I have to agree, LTN makes soo much possible because the trains are no longer limited as point to point entities, but behave like bots. I am now playing a vanilla playtrough to get back into 1.1 and I sorely miss it. I don't even know how I'll manage to get all the ingredients to my mall with standa...
- Wed Mar 10, 2021 3:06 pm
- Forum: Not a bug
- Topic: [1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead
- Replies: 4
- Views: 1430
Re: [1.1.26] Modded recipes producing tiny amounts of fluid produce zero instead
Just to everything times 100 and say the units are in cl. Problem solved, as the unit is never mentioned anyways.
- Fri Jul 05, 2019 2:39 pm
- Forum: Technical Help
- Topic: [0.17.54] Blur on zoomout
- Replies: 7
- Views: 2234
Re: [0.17.54] Blur on zoomout
as a sidenote, you can probably force to install the drivers posila linked, if you go to device manager and manually select these as drivers. -> update drivers for this device -> choose driver -> browse, and select the correct .inf and ignore all warnings. Granted, I propose you do some more researc...
- Fri Jun 28, 2019 2:59 pm
- Forum: Gameplay Help
- Topic: Trains using the same track (signals etc)
- Replies: 9
- Views: 3316
Re: Trains using the same track (signals etc)
I am sorry, what seems to be the problem? I dont see any concrete problems you state except "this is hard man"
I can only point you to check some train tutorials on youtube or look at designs and see if you understand them.
I can only point you to check some train tutorials on youtube or look at designs and see if you understand them.
- Tue Jun 25, 2019 3:15 pm
- Forum: Technical Help
- Topic: UPS related lag spikes.
- Replies: 14
- Views: 6253
Re: UPS related lag spikes.
the question then becomes, how much UPS does the stacking and unstacking create?
- Sat Jun 22, 2019 6:09 pm
- Forum: Gameplay Help
- Topic: First logistic chests
- Replies: 8
- Views: 3116
Re: First logistic chests
The main use at that point imho is an automated mall for the player. it is very useful in that role.
- Fri Jun 21, 2019 8:06 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: My soon to be retired seablock starter base
- Replies: 0
- Views: 2469
My soon to be retired seablock starter base
I am at the point where I am going to retire my seablock bootrstrap base, but I wanted to share it before I removed it. So here it is in all its map view glory: Map view of starter base.png he concept was a ribbon setup with power left and more complex stuff to the right, ending with science and a m...